"Ripleys believe it or not"
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"Ripleys believe it or not"
Did you know what "grov" is the famous Manpower^Lars^?
Leader of the clan who never won a cw in over 50 matches B<
Leader of the clan who never won a cw in over 50 matches B<
Last edited by As0K on Thu Dec 09, 2004 6:24 am, edited 1 time in total.
yarr!
One of the newer and deadlier Zerg Strains is the Lurker. These creatures serve as defensive warriors for the Hive Clusters and outlying Zerg colonies. Bred from the Hydralisk strain, Lurkers emit waves of supra-dense spines against their enemies. However, Lurkers must actually Burrow underground to release these subterranean attacks. Any warriors on the surface who are caught by these spines are instantly impaled. These spines themselves are capable of tearing into flesh, steel, and even reinforced armor plating. The only weakness of the Lurker is that it is virtually defenseless while above ground.
Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well, so take caution when attacking with an ally, lest the Lurkers ravage friendly forces as well.
The Lurker Push
With the advent of the Lurkers, enemy forces must become more active with their detection. Should the enemy become lax with their detection, make full use of the Lurker to quickly raze their bases and forces. For situations like those where the detection is lacking, proceed with a Lurker Push (much like the Terran Siege Tank Push). To execute the Push, set up Lurkers just outside the enemy base perimeter and begin bringing in more Lurkers one by one closer to the enemy base. Once the front line has been "pushed" close to the enemy line, Unburrow the rear line and re-Burrow them ahead of the frontline (like a game of leapfrog). Continue this procedure until the Lurkers have "pushed" their way into the heart of the enemy base. If backed with Hydralisks/Mutalisks and Zerglings, the Lurker Push can be quite devastating to an unprepared opponent.
On the defensive front, Lurkers can also be a very valuable commodity. Placing a few Lurkers near your resources can help deter any drop attempt, whether it be in the form of Reavers, Marines, Tanks, Hydralisks, etc. Often the Burrowed Lurkers will catch a dropping enemy by surprise and can inflict major damage before they have the chance to retaliate or retreat. On the flip side, Lurkers are great for dropping against an enemy base and can often halt a resource operation in a matter of seconds. Always keep an eye out for opportunities to utilize this strategy, particularly at enemy expansion bases, since a successful Lurker drop can quickly turn the tide of battle in the Zerg's favor.
Despite the many advantages the Lurker possesses, it does have a few disadvantages that you should be aware of. As mentioned before, the Lurker must be Burrowed to attack, and should a Lurker be caught en route to a target location by an enemy force, it will be completely vulnerable to attack. The Burrowing process takes time, and an enemy might be able to kill a Lurker before it can finish Burrowing. The Lurker also has no defenses against attack from aerial units. Should an enemy air force with detection find a group of Lurkers, the Lurkers are as good as dead. For this reason, Hydralisks or Mutalisks should accompany an attacking Lurker group whenever possible.
Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well, so take caution when attacking with an ally, lest the Lurkers ravage friendly forces as well.
The Lurker Push
With the advent of the Lurkers, enemy forces must become more active with their detection. Should the enemy become lax with their detection, make full use of the Lurker to quickly raze their bases and forces. For situations like those where the detection is lacking, proceed with a Lurker Push (much like the Terran Siege Tank Push). To execute the Push, set up Lurkers just outside the enemy base perimeter and begin bringing in more Lurkers one by one closer to the enemy base. Once the front line has been "pushed" close to the enemy line, Unburrow the rear line and re-Burrow them ahead of the frontline (like a game of leapfrog). Continue this procedure until the Lurkers have "pushed" their way into the heart of the enemy base. If backed with Hydralisks/Mutalisks and Zerglings, the Lurker Push can be quite devastating to an unprepared opponent.
On the defensive front, Lurkers can also be a very valuable commodity. Placing a few Lurkers near your resources can help deter any drop attempt, whether it be in the form of Reavers, Marines, Tanks, Hydralisks, etc. Often the Burrowed Lurkers will catch a dropping enemy by surprise and can inflict major damage before they have the chance to retaliate or retreat. On the flip side, Lurkers are great for dropping against an enemy base and can often halt a resource operation in a matter of seconds. Always keep an eye out for opportunities to utilize this strategy, particularly at enemy expansion bases, since a successful Lurker drop can quickly turn the tide of battle in the Zerg's favor.
Despite the many advantages the Lurker possesses, it does have a few disadvantages that you should be aware of. As mentioned before, the Lurker must be Burrowed to attack, and should a Lurker be caught en route to a target location by an enemy force, it will be completely vulnerable to attack. The Burrowing process takes time, and an enemy might be able to kill a Lurker before it can finish Burrowing. The Lurker also has no defenses against attack from aerial units. Should an enemy air force with detection find a group of Lurkers, the Lurkers are as good as dead. For this reason, Hydralisks or Mutalisks should accompany an attacking Lurker group whenever possible.
Steinar "Blue Vex" Furuli
I snipe with my Pistol, and your Rifle.
I snipe with my Pistol, and your Rifle.
The Appenzell Goat is a pure white goat with mid-length hair. It has a powerful, harmoniously built body. The limbs are powerful and well positioned. The body is somewhat broader than that of the Saanen and therefore somewhat smaller. This goat is bred hornless. The height of the whithers is said to be 75 to 85 cm with bucks, and 70 to 80 cm with the nannies. The male animals are on average 65 kg in weight, and the female approx. 45 kg.
fell in love with the game